Quick Questions, Quick Answers, The 3'rd

Post » Wed Jun 20, 2012 4:28 pm

Is there any way of dynamically adding packages to NPCs, apart from attaching one to a quest alias? (Context: I'd like to add a package to an unknown and possibly large number of NPCs, and would rather not have to add a package with a condition to every NPC in Skyrim.)
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alyssa ALYSSA
 
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Post » Wed Jun 20, 2012 7:42 pm

Really quick one, how do I get to the Worldspaces dialogue? I just want to make a copy of a smaller world space like sovngarde and take all of the things I don't need out of it after duplicating, but I can't figure out how to dupe Sovgnarde.

NVM found it.
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Farrah Lee
 
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Post » Wed Jun 20, 2012 2:11 pm

No one to answer me ?

@4 Aces

Go to the Cell View, select your home cell, edit, Interior Data, and settle the Owner Faction on : Player Faction
Hope it helps
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Isabel Ruiz
 
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Post » Wed Jun 20, 2012 8:25 pm

so a 128/128 grid doesn't work for the imperial kit? It worked for the Dwemer one...
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Nick Jase Mason
 
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Post » Wed Jun 20, 2012 7:50 pm

Hello.
Want to add a key via dialogue. When I'm writing in End Papyrus "akSpeaker.additem(aaKey,1)", the complitation failed with this error "[path]\skyrim\Data\Scripts\Source\temp\TIF__01008005.psc(9,18): variable aaKey is undefined"
Where is mistake?
And yeah, I have the key with such ID.
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Austin Suggs
 
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Post » Wed Jun 20, 2012 1:09 pm

In the end papyrus fragment, compile this code:

;

After the "TIF__01008005" script has been generated, close the topic info window and then re-open it. Right-click the "TIF__01008005" script and select properties. Add a Key property for your key and remember to set it to point at your key. Close the properties window and then edit the code in the end papyrus fragment to:

akSpeaker.additem(aaKey,1)
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^~LIL B0NE5~^
 
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Post » Wed Jun 20, 2012 1:27 pm

Thanks, it helps.
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SamanthaLove
 
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Post » Wed Jun 20, 2012 1:19 pm

Sorry for mutlipost. But nothing happens.
I add also Gold001 to property and type in Papyrus:
akSpeaker.additem(aaKey,1)akSpeaker.removeitem(Gold001,6000)
Script is corrrect, compile is ok. But there is no key after dialogue ends.
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Peetay
 
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Post » Thu Jun 21, 2012 12:16 am

Add a Key property for your key and remember to set it to point at your key.

http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Introduction_to_Properties#Hooking_up_the_message_boxes_to_the_properties_in_the_script
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Darian Ennels
 
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Post » Wed Jun 20, 2012 3:13 pm

http://www.creationkit.com/Bethesda_Tutorial_Papyrus_Introduction_to_Properties#Hooking_up_the_message_boxes_to_the_properties_in_the_script
http://i.imgur.com/IVaN1.png
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Causon-Chambers
 
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Post » Wed Jun 20, 2012 7:37 pm

Hey guys, I was wondering if there are any vanilla assets that look like a "magic portal". Thanks!
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Cheryl Rice
 
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Post » Wed Jun 20, 2012 7:13 pm

http://i.imgur.com/IVaN1.png

Maybe what you wanted was to add the key to the player instead. "akSpeaker" is the NPC that you're talking to. So instead, you should substitute in "Game.GetPlayer()".
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brandon frier
 
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Post » Thu Jun 21, 2012 12:44 am

Hey guys, I was wondering if there are any vanilla assets that look like a "magic portal". Thanks!
SummonTargetFXActivator [ACTI:0007CD55]

It's already scripted to delete itself after it does its thing.
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Charlotte X
 
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Post » Wed Jun 20, 2012 8:50 pm

SummonTargetFXActivator [ACTI:0007CD55]

It's already scripted to delete itself after it does its thing.

Thanks!
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Flash
 
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Post » Wed Jun 20, 2012 6:34 pm

Maybe what you wanted was to add the key to the player instead. "akSpeaker" is the NPC that you're talking to. So instead, you should substitute in "Game.GetPlayer()".
Hm, I thought, that akSpeaker is player, dont know why I thought so.
Thanks, it helps.

Also, how can I close the dialogue after I get a key. I mean, the dialogue shouldnt appear after adding a key to player. Only once.
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kirsty williams
 
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Post » Wed Jun 20, 2012 4:47 pm

Also, how can I close the dialogue after I get a key. I mean, the dialogue shouldnt appear after adding a key to player. Only once.
Each line has a "Say Once" flag. Tick it and the INFO should only be spoken once.
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lacy lake
 
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Post » Wed Jun 20, 2012 11:18 pm

Can I modify the "count" of an leveleditem via papyrus script every time the script is triggered? The modified count should be the new base, when the script is triggered next time.
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Julie Serebrekoff
 
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Post » Wed Jun 20, 2012 7:14 pm

Can I modify the "count" of an leveleditem via papyrus script every time the script is triggered? The modified count should be the new base, when the script is triggered next time.
If using http://www.creationkit.com/AddForm_-_LeveledItem, you can use the auiCount argument to change the count. You'll probably want to http://www.creationkit.com/Revert_-_LeveledItem it each time before changing the count so you can keep track and won't have multiple entries of the same item(s).

Also, keep in mind forms added in this manner won't stick and need to be re-added each game load.
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Emily abigail Villarreal
 
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Post » Wed Jun 20, 2012 4:01 pm

I'm trying to make a "Hazard object" to move with the caster.

So far i can create the Hazard Area around the caster but it stays at the location where the spell was first cast.

How can i make the Hazard move with the caster scriptwise or in some other way, any clues?
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Hot
 
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Post » Wed Jun 20, 2012 9:00 pm

@4 Aces

Go to the Cell View, select your home cell, edit, Interior Data, and settle the Owner Faction on : Player Faction
Hope it helps

Thanks that helped an aweful lot.

However i have another question.

Some of the items i'm placing won't come into view/render until i'm within about 3 meters of it. Is there a way to increase the draw distance of these items?

Culprit items include but are not limited to:

Bits of wall (Outside)
Blacksmith forge pieces (outside)
Soul gems and alchemy ingredients (inside)
Also an Enchanting table that i placed in my house wont appear at all >.<
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Yonah
 
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Post » Wed Jun 20, 2012 8:26 pm

Trying to learn my way around the CK but keep getting stuck on stupid things. The latest is the following:

I have a perk that applies a spell on the player when he is drawing a bow. The problem is, that if I place the (getAttackState == 9) condition in the spell condition list, the spell isn't triggered. If I place it in the perk condition list, the spell is triggered even before I draw the bow (getAttackState == 0). This leads me to conclude that either I'm doing something horribly wrong, or the getAttackState function is broken (even though it works in the console).

Halp! :(
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willow
 
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Post » Wed Jun 20, 2012 6:24 pm

Need help again guys. I'm trying to place some book shelves in my house, but when i place one, it doesn't appear in the cell. It appears on the item list in the cell window, but not in the cell, as though its invisible. Any ideas?
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Brandon Bernardi
 
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Post » Thu Jun 21, 2012 12:49 am

I know this is going to sound flippant, but look around for it. The CK probably placed it somewhere odd, like under the floor or in the wall behind you. I have had that happpen before. It happens quite a lot actually. If you double click on the item in the cell window, it will take you to it, but it might be behind something.
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Pumpkin
 
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Post » Wed Jun 20, 2012 1:02 pm

SummonTargetFXActivator [ACTI:0007CD55]

It's already scripted to delete itself after it does its thing.

So, I found this thing, but its invisible. Won't render in CK or ingame. Are there visible portals?
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casey macmillan
 
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Post » Wed Jun 20, 2012 5:46 pm

I know this is going to sound flippant, but look around for it. The CK probably placed it somewhere odd, like under the floor or in the wall behind you. I have had that happpen before. It happens quite a lot actually. If you double click on the item in the cell window, it will take you to it, but it might be behind something.

Sorry, that was slightly misleading >.<

The invisible item in question is a PlayerBookShelfTrigger, needed for all bookshelves, its the one that you have to cover the books with i believe. I've looked on the items list and it is there, and i've double clicked on it, hit 'T' etc but it just wont show. This is becoming an increasing problem for me since alot of things arn't loading in the Kit, including huge bits of mountain outside. It's really hindering the progress of my house. Personally i hate bookshelves i think they're a waste of resources and space, i prefer just to store books in a container in a house. However i do plan to upload this house to the Steam workshop and i know for a fact one of the first complaints from people who download it will be 'Why are there no bookshelves?



Though i just had a brain wave, wouldn't it work if i simply copied an entire bookshelf from the Breezehome Cell? Of course i may need to edit it a little bit.


EDIT: The above worked, it appeared when i copied it over, and the bookshelf is working now. However that problem is still there with the renfering unless i'm within 4 or 5 meters of it.
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A Dardzz
 
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